Tuesday, September 29, 2026

Basic Rigging

 Basic Rigging


Skeleton

Bones on mesh
I forgot to add the clavicle bones at first, but I got them in there.



Constraints

I tried looking up shapes that others used for their rigs, but there are so many different ones out there!


 I'd say the hardest part of this process was skinning. Especially the hands. Whoever made this model should've separated the fingers better.


Some movement


Texture files directed to ''sourceimages'' folder in depot


Naming conventions


Perforce Proof
 


Module 2 Week 05 - Final Display

 







Youtube





Perforce




Thursday, September 24, 2026

Week 04 - Use of Value and Contrast

Art Style Process


Hollow Knight characters are very simple. They are small on the screen  and include a very limited color palette. When you look at the playable character from both games, they only have flat colors, CELL SHADED OR NO GRADIENTS.




Majority of details are in the landscape:


Essentially: Keep the characters as simple as possible.


Ideation

I chose to draw Luo and Kelsey's renders.





I played around with the head shapes a little more. I also designed different caplets for Peter. Wendy was also a little weird to put into the Hollow Knight style. The bubble hands and feet don't fit into the art style, so I made the limbs more bug-like to match the Knight. Characters & NPC's also don't have hair in Hollow Knight, BUT there are characters with antennae, so I made them into a pigtail shape for Wendy. And, I gave her clothes, because they wear clothes.

I ended up moving forward with sketches 2 and 5.


I ideated a bit more and ultimately ended up with these drawings. I fell like the match the art style very well.

Clean Lineart

Values

Gradient

Perforce Submission





Tuesday, September 22, 2026

Intro to Blueprints

 

My two awesome blueprints


BP_Crate: G key input will crank the saturation negatively. I included the timeline in this one. I used a vector instead of a float, and made the box go up in space.






BP_coolCrate: When entering the collision sphere, a Niagara system will activate. When you leave the sphere, it will deactivate.



Map and blueprint locations


Perforce Location


Module 2 Week 04 - Game Res Meshing

 

Material Groups

Wireframe

Bake in SP



Rusted Metal


Painted Metal

Green Glow

Metal







Thursday, September 17, 2026

Week 03 - Use of Basic Shapes

 First, I set the scale for the characters and level designers, 1uu = 1cm. Now, our team will have a better idea of how to size meshes for the game!

Peter Pan will be around 128uu tall, while Wendy is 64uu.
Peter Pan will be around 128uu tall, while Wendy is 64uu.

Redesigned sketches of Peter Pan. Team was in favor of the bottom two designs.

Based on this, I drew up an orthographic for Peter Pan. We kept the spiky head, eyes, and weapon, but changed the proportions and appearance to better suit Hollow Knight's art style.

I used used ZBrush/ZModeler to manipulate my shapes.



Final Render


The model is in the proper proportions



Perforce Proof

Tuesday, September 15, 2026

Basic Lighting & Materials

 

Lighting and Environmental Goals: Mid-day, Overcast, Foggy

I wanted to make it so that the distance is enshrouded by fog and that the water is very opaque. For the first pass, I enabled volumetric fog and tweaked the settings to what I liked. I also made a material instance of the water to make it more opaque and less green. I then opened up the wood materials and desaturated and darkened the colors. I did to make the wood match the dock wood in my reference.




Env. Light Mixer only 



Lighting Pass 


Exterior Shot 1

Exterior Shot 2


I made a material instance for the godrays, pots, chairs, rug, desk, lamps, etc.


Reference I found on Pinterest



Perforce Proof


Module 3 Week 07 - High Poly

Critique from last week: - Edge control - Separate planks - Remove brick from lower down Highpoly Details on surfaces like this is not my st...